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  #31  
Old January 29th, 2010, 03:34 PM

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Default Re: House Rules against the AI

I haven't played MP, but have played SP exhaustively.

My latest rule , is

1) all AIs on impossible and aggressive
2) I'm not allowed to recruit troops or mercenaries. I only get starting troops, commanders, troops from random events, and nationals summons.

Ken
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  #32  
Old January 29th, 2010, 03:43 PM
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Default Re: House Rules against the AI

Quote:
Originally Posted by Sombre View Post
Good luck with that. How many years have you been talking about it again?
Heehee. Yeah I end up doing about 1 a year. Not like some of the fast burner mod makers.
And dominions has dropped on the list. As far as this project goes I havent gotten very far in even play testing my own efforts from the other thread, or the mods done for AI such as NTJedi. On the other hand mentioning it shouldnt hurt since there seem to be people who speak up that have much more specific info on what the AI does and doesnt do well than I have.
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  #33  
Old January 29th, 2010, 03:45 PM
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Default Re: House Rules against the AI

Since the AI can't be modded directly, about the only way that it can be affected is by limiting its choices, which is the driving force behind both the Better Independents mod and the No Independents maps.

They work fairly well given the limitations, but fighting the AI is always dealing with hordes and fairly little magic (in light of the enormous potential that you see wielded in MP games). With the BI and NI solutions, you just face hordes of quality troops and more national troops instead of identical militia/light infantry hordes.

Something that would help if it were possible to set non-random AIs, ala creating an AI pretender with the point bonuses that could only be assigned to an AI nation (just like you can create and load pretenders for human controlled nations). Sure, you'd know what kind of build you're up against, but it would make for a better SP game experience when you don't have half the AIs turmoil/sloth/death/misfortune 3, which causes them to fall apart after around twenty turns.
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  #34  
Old January 29th, 2010, 06:48 PM
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Default Re: House Rules against the AI

I hear a lot of people say the Better Independents mod works well but I have to ask how you got around the huge flaws that the mod had before.

In the past the Better Independents mod either increased the gold cost or the resource cost of the bad Independent units. This created two scenarios that pretty much destroyed the AI.

If the gold cost was raised, Militia events would devastate the AI's economy.

If the resources were raised, the AI would not be able to produce units in any castle except the capital because it would queue up the independent units that had the resource cost it could never hope to meet ultimately only allowing armies to be built at the capital.

How did you get around these limitations?
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  #35  
Old January 29th, 2010, 07:04 PM
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Default Re: House Rules against the AI

The current version fixes it so that units generated by events don't have altered gold costs but the same units in national rosters are replaced by a copied unit that does have higher cost. I never ran into the queue problem myself.
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  #36  
Old January 29th, 2010, 07:08 PM
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Default Re: House Rules against the AI

Quote:
Originally Posted by Edi View Post
Something that would help if it were possible to set non-random AIs, ala creating an AI pretender with the point bonuses that could only be assigned to an AI nation (just like you can create and load pretenders for human controlled nations). Sure, you'd know what kind of build you're up against, but it would make for a better SP game experience when you don't have half the AIs turmoil/sloth/death/misfortune 3, which causes them to fall apart after around twenty turns.
Thats part of the SemiRand program. Run your map thru it before playing and it will attach a randomly selected pre-built pretender/scales for the AIs you select. Most are versions of player builds but some by Stavros are quite cranked and well thought out.
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  #37  
Old January 29th, 2010, 07:33 PM
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Default Re: House Rules against the AI

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Originally Posted by Edi View Post
The current version fixes it so that units generated by events don't have altered gold costs but the same units in national rosters are replaced by a copied unit that does have higher cost. I never ran into the queue problem myself.
What about the standard militia event?

To test the resource hang up I am talking about, you only need to take over any AI controlled castle besides their capital. I am pretty sure the AI makes the same decisions in provinces without castles but you just don't see the queue hang up because that bug only allows you to see the queued units when you conquer a castle.

If the AI doesn't do this anymore, I may give it another shot!
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  #38  
Old January 29th, 2010, 07:45 PM
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Default Re: House Rules against the AI

Does it show up if you open an AIs turn file?
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  #39  
Old January 30th, 2010, 02:29 AM
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Default Re: House Rules against the AI

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Originally Posted by Humakty View Post
Dominions AI isn't much worse than any other (ie : Civ 4 AI), it's the game which offers so many different tricks so quickly. I mean, by year two you'll have around 100 spells available, how to you want an AI to use efficiently all of those ?

The only really bad point dom 3 AI has is the propention not to buy any mages whatsoever, partially cured with NI maps or BI mod. That, and recruiting militia...*sigh*

Really, Humakty? Dom AI is about the worst there is. Civ, GalCiv, a dozen other games, beat it by a mile. This game is all about MP.
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  #40  
Old January 30th, 2010, 02:57 AM
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Default Re: House Rules against the AI

My House Rules against the AI:
1) Typically I provide every AI opponent with Order_3, Growth_3, and Luck_3 using the mapedit commands. This really makes a massive difference.
2) The game is setup with at least Independents of 7 or higher.... and Supplies at 300.
3) I never build the unique artifacts and never bid on mercenaries.
4) I use the AI Opponent Balance Mod: http://forum.shrapnelgames.com/showthread.php?t=42679
5) For large maps I provide one AI opponent(usually Niefelheim or EA Argatha) with at least a dozen SCs, an extra province with a fort, immobile mages and library(!!research!!), then last a super powerfully equipped pretender.

** And to increase the challenge one only needs to setup two, three or four AI opponents as allies.

Quote:
Originally Posted by Sombre View Post
But it would still suck to play against because we can't mod the AI.
That's why I'm looking forward to playing Elemental: War of Magic when its released during August of 2010. Besides regular modding the game will also allow modding of the AI opponents.
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Last edited by NTJedi; January 30th, 2010 at 03:02 AM.. Reason: details
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